Garrote Wire

Great item overall, but notably lacks the ability to finish off a foe you've spent your turn weakening. After looking through the windows for fast actions there's one before each of your actions during your turn, assuming I'm reading it right, but there isn't a window AFTER your last action.

Since the Garrote Wire can only be used during your turn, if you spend your entire turn chasing down a monster and manage to bring it down to one life, you can awkwardly have your turn end with a piano wire all ready to use and a nightgaunt all ready to be choked out without the opportunity to ever use it.

It still gets plenty of mileage for sure, but due to timing it has felt pretty awkward to use sometimes.

Vultureneck · 74
When you use your last action, the game still returns to the player window immediately preceding 2.2.1. Your turn only ends when you encounter 2.2.1 and *don't* take an action, or when a card effect says it does. — Thatwasademo · 58
In other words, there absolutely is a player window between your last action and the end of the turn, and "Framework Event Details" in Appendix II is pretty clear about this. — Thatwasademo · 58
"After an investigator takes an action, return to the previous player window. An investigator may end his or her turn early if there are no other actions he or she wishes to perform. If the investigator does not or cannot take an action, proceed to 2.2.2." — Thatwasademo · 58
What demo said. You can absolutely use this after your last action. — StyxTBeuford · 13043
Heh heh, I've used this in two campaigns and, I think, never noticed the "during your turn" restriction. Oops - I'm pretty sure I killed off many enemies in the enemy phase. — acotgreave · 886
Well am I glad to have that cleared up, the last two campaigns I've played we had it ruled where you couldn't play this or "Knowledge is Power" as your last action, it felt clunky and unnatural but as far as we could tell was the correct ruling. Thanks for clearing this up. — Vultureneck · 74
@Vultureneck you should edit the review not to mislead people with an incorrect rules interpretation — jd9000 · 75
Gaze of Ouraxsh

I had 6 curses (no bless) in the bag today and I needed to do 2 damage to a dumb Witch. Pulled 0 curses, did 1 damage.

3/10 the lasting personal trauma outweighs the general favorability of this card.

Difrakt · 1313
Given the Witching Hour bag, there is a roughly 5.5 % chance of pulling no curses in this situation. This isn't much more unlikely than drawing the autodial during a skill test in the same scenario (6.5 %). So this was definitely unlucky. The most likely outcome would have been two tokens (38.7 %). But well, one damage is still better than nothing. — PowLee · 15
Agreed. 5.5% is pretty low risk overall, and the potential outcomes were very favorable. It’s nice you still get 1 testless dmg no matter what. — StyxTBeuford · 13043
Chamber of Rain

I like very much this scenario, but ERRATA needed for true-solo mode.

ERRATA must adding "reveal Chamber of Sorrow".

Otherwise the scenario it's blocked and there's no way for a single true-solo player...

I was able to escape the Chamber of Rain in true solo mode by using “Dirge of Reason” Book Roland and hard-mulliganing for his signature card, Mysteries Remain, to add a clue to his location. However, I agree that the location or scenario needs an errata to make it winnable in true solo mode. — ArkhamInvestigator · 305
85 upvotes?? — MrGoldbee · 1483
185, now. I guess someone got a little overzealous with that like button — Zinjanthropus · 229
The Necronomicon

The Black Cat can negate 2 of the 3 symbols 3 times, for when you really don't want to pull tablets and elder things and catastrophically fail - you'll even have a decent chance of passing the test.

As far as weakness mitigation goes, this is rather XP expensive as Daisy's elder sign effects are quite good and don't need replacement; though the cat's soak is better than anything else she can get in faction.

suika · 9497
Good review...... not sure it's 7000's likes good, but who am I to judge? — LaRoix · 1645
I think it’s literally all just one guy clicking the review likes over and over- why they feel compelled to do so, I have no idea. — StyxTBeuford · 13043
Huh! I didn't even know you could hit these more than once. — HanoverFist · 744
Tristan Botley

Tristan is expensive, but Preston doesn’t mind expensive. For some, he can function simply as a Darkhorse that provides soak. (And they stack.) But the rogue card people associate most with two stats is lockpicks, which Finn and Trish would appreciate a perma +2 with. Playing him for free will require a table wide commitment to fill in the bag, or not trap all the tokens for other uses. At worst, it’s a little upside when someone pulls three blessed tokens in a row. If someone has two Favors in play, the trigger becomes “when a test involves a blessed or cursed symbol“ which is inevitable.

MrGoldbee · 1483
Good in Sefina if you're running a lot of the Mystic and Rogue stat-adding events. Olive can help you trigger his reaction ability. LCC (3) can reward you for overachieving — Zinjanthropus · 229
A stabby-shooty-Dexter may like this to get a rare +1Will / +1Combat combo, if you prefer that over the +1 stat / (utility ability) that most of his allies offer. — HanoverFist · 744
The problem with Tristan and Lockpicks is that Lola Santiago already provides the two stats you need. Tristan might have an added 3XP tax on him in many Rogues for that reason(Charisma). However, someone like Leo Anderson might really like Tristan. — StyxTBeuford · 13043
In an all Rogue Party, Lola's taken! — MrGoldbee · 1483
Interesting econ card when paired with Calling in Favors? — dubcity566 · 111
Smart, Dub! — MrGoldbee · 1483